MLGnom wrote:
Upload that ranking letter if you can.
I have similar one myself and somehow it doesn't look that way. D:
and this is file 450x550px :
and here I made canvas 750x550px :
MLGnom wrote:
Like I said. Please upload your skin so I can take a look what's wrong.
You can copy Your followpoint.png and rename it with sliderscorepoint.pngechobear wrote:
Is there any way to make followpoints for the sliders show up like the follow points for hitcircles? basically I want
the green squares to appear in a spaced out pattern like -dot dot dot- along the slider.
It's called "Kiai Time" in-game.... You can't remove that, but to decrease the flashing You can use dark or transparent hitcircle...hatseducer wrote:
how do I stop the flashing hitcircles in game? I don't know if its a skinning issue but i would assume so...
MLGnom wrote:
SpinnerFadePlayfield: 0/1 – If this is set to 0, background of spinners will be transparent (you will be able to see map playfield/video). Example how it's work. SpinnerFadePlayfield: 1 and SpinnerFadePlayfield: 0
It's best to keep it the same size as in the default skin template. Here is a template (for @2x, small version is just 2x smaller) with approximate locations of text and stars.darkmiz wrote:
What's the optimal resolution for "menu-button-background.png" and "menu-button-background@2x.png"?
well well well, i think you need to do carefully for this thing,N88 wrote:
It's best to keep it the same size as in the default skin template. Here is a template (for @2x, small version is just 2x smaller) with approximate locations of text and stars.darkmiz wrote:
What's the optimal resolution for "menu-button-background.png" and "menu-button-background@2x.png"?
Thanks a lot!N88 wrote:
It's best to keep it the same size as in the default skin template. Here is a template (for @2x, small version is just 2x smaller) with approximate locations of text and stars.
I just posted a feature request to separate it into different elements for song menu, score leader board panel, etcRei Hakurei wrote:
well well well, i think you need to do carefully for this thing,
as this thing were used on another places...
like gameplay leaderboard, etc.
razavana wrote:
Quick question, I have started experimenting with combo numbers and i need to make them perfectly overlap each other for combos higher then 10, I understand it's skin.ini related but can't pinpoint it.
I haven't tested it, but this should do it if you set it as the width of your numbers.wiki wrote:
HitCircleOverlap: <number>where <number> is the number of pixels that two images from the first font are allowed to overlap (e.g., how much the "1" and the "2" can overlap when making the number "12").
thanks!N88 wrote:
razavana wrote:
Quick question, I have started experimenting with combo numbers and i need to make them perfectly overlap each other for combos higher then 10, I understand it's skin.ini related but can't pinpoint it.I haven't tested it, but this should do it if you set it as the width of your numbers.wiki wrote:
HitCircleOverlap: <number>where <number> is the number of pixels that two images from the first font are allowed to overlap (e.g., how much the "1" and the "2" can overlap when making the number "12").
Because it still have white border. (You probably created white letter and just painted it with fill tool).tuddster wrote:
Hi, I'm having a weird problem.
My letters look like this in-game (other icons look similar, esp. when scrolling fast). They seem to have a white line on areas that border a transparent area, but only sometimes?
Here is the letter image:
I use Gimp. What can I do to fix my letters?
--
While I'm here, any antialiasing tips for gimp? The "Antialias" filter doesn't do squat, and I'm stuck with this hitcircle: http://puu.sh/72Dlu.png
How did I not notice that? XDMLGnom wrote:
Because it still have white border. (You probably created white letter and just painted it with fill tool).
For creating nicer circles, use feather edges option.Oh, did not know that was there :3
the menu-background.jpg is loading but the: [search-background.jpg], [matchsetup-background.jpg] and the [lobby-background] is not loadingMLGnom wrote:
Okay, so here is what I have done so far.
Made 3 templates that should correct any problems with missing texts on backgrounds and make things readable.
Easiest way to use them, simply put your picture under template layer. One thing, template of search-background is in 1024x768 resolution so for widescreen use, you only need to change it's width canvas (workspace) to 1229px to make it fit correctly. And download : Template Backgrounds
And of course example how they looks.
Please tell me if these are okay, maybe I missed something? If these are fine I can add them to normal skin template.
Edit: Updated template skin. Added these background templates.
Adding outer glow will almost always make your picture less pixelated and remove sharp edges.phopos wrote:
I was told to come here for help with my spinner circle and approach circles. I need some help cleaning and sharpening them. They both work but are both kinda fuzzy. Can someone pm me for assistance?
ohh maan why??satriobp wrote:
If I remembered It right... those three pictures aren't supported anymore (even If You're a supporter)
Maybe the black inside is because that area is transparent, don't you think?. I can see that in the first picture the slider color is black, then being the hitcircle transparent its have that color. But in the second picture the slider color isn't black. You can change the slider color of your skin in the ini with the SliderTrackOverride, that force a slider track to a certain colour. I'm pretty sure that's the problem.Kyouka wrote:
hi, i just have a slight skin problem with sliders.
in this picture above the regular single notes and sliders BOTH have black inside of them while in this picture below
the regular single notes have black inside of them but the slider does not.
can anyone tell me how to make it so both the slider and single note have the black inside of them? i can't seem to make the slider have that black inside like the single notes do.
some stuff i tried: ( played around with both skins)
1.) "approachcircle" same in both
2.) "playfield" same in both
3.) "sliderb0" same in both
4.) "hitcircle" same in both
5.) "hitcircleoverlay" same in both
6.) "hitcircleselect" same in both
7.) "lighting" is same in both
**skin.ini text is the exact same in both
thanks to anyone who can help me ^_^
but like i said" **skin.ini text is the exact same in both "Smilepool wrote:
Maybe the black inside is because that area is transparent, don't you think?. I can see that in the first picture the slider color is black, then being the hitcircle transparent its have that color. But in the second picture the slider color isn't black. You can change the slider color of your skin in the ini with the SliderTrackOverride, that force a slider track to a certain colour. I'm pretty sure that's the problem.Kyouka wrote:
hi, i just have a slight skin problem with sliders.
in this picture above the regular single notes and sliders BOTH have black inside of them while in this picture below
the regular single notes have black inside of them but the slider does not.
can anyone tell me how to make it so both the slider and single note have the black inside of them? i can't seem to make the slider have that black inside like the single notes do.
some stuff i tried: ( played around with both skins)
1.) "approachcircle" same in both
2.) "playfield" same in both
3.) "sliderb0" same in both
4.) "hitcircle" same in both
5.) "hitcircleoverlay" same in both
6.) "hitcircleselect" same in both
7.) "lighting" is same in both
**skin.ini text is the exact same in both
thanks to anyone who can help me ^_^
thanks! it was the // before. didn't noticeMLGnom wrote:
It must be SliderTrackOverride, nothing else can change colour of slider.
Make sure that in skin.ini it doesn't have "//" before.
And if it still doesn't work, provide both skins or something.
N A L U wrote:
Thanks.MLGnom wrote:
Let's leave that to the skinner because it's only information for players if there were any updates ("oh, I have v0.5 of skin xxx but there is already v0.73) , but commonly v1.0 should be version of skin where skinner made everything that he/she wanted to do (after all it should have some parts skinned, for example - all gameplay parts).
Yes.mugasha wrote:
Is the spinner background supposed to be dimmed in-game?
1280x800MLGnom wrote:
What resolution you are using in game?
I can't find the mod with the default skin :/deadbeat wrote:
just posting to say there's a new mod icon:
[peppy] Add cinema mod. Watch storyboards with no interruptions!
i think he removed it again or restricted it to Auto. (check the changelog)deadbeat wrote:
the mod is located under Auto
guessing the file name is selection-mod-cinema.png
:p i wonder why he restricted it tho, wasn't really watching the streamdeadbeat wrote:
wish i was at home so i could do testing on this >_>
not yet, that's where it will be. it's rather hidden at the moment. should hopefully should be more visible in the next few daysOsuMe65 wrote:
Cinema (CN) mod is under Autoplay, if I'm right.
yeah, i mentioned that on the previous page :pvahn10 wrote:
[peppy] Add cinema mod. Watch storyboards with no interruptions!
?
on the changelog
They are HD images meant for resolutions higher than some resolution I am unsure of. They are 2x the resolution of non-@2x files which allows for them to look better in higher resolution game windows.bayun lan wrote:
What is about the images with the suffix of "@2x"? What is their significance of exisitence? How should they be made?
spinner-glow.png, 825x825Rolling Boy wrote:
Hi,
my question is, Can I change the colour of the spinner-glow? its blue by default.
Emm... I'm asking for some code in the skin.ini, not the name of the file...Hatsune Chiyo wrote:
spinner-glow.png, 825x825Rolling Boy wrote:
Hi,
my question is, Can I change the colour of the spinner-glow? its blue by default.
inputoverlay-background.pngnot94 wrote:
ive got a question
what is about the key overlay
in some skins they are costumized in some not
How do I create these overlays.
I couldn't find an image in my skin
Well, I don't really know how and I'm too lazy to find out.OsuMe65 wrote:
It must be the other way around.
(If you're skilled enough, why not recreate them in HD?)
it's volume-bg-effect.pngdeadbeat wrote:
i know there's volume-bg.png
but what's the element for the effects volume. it is just effects-volume-bg.png?
Ranking screens vary because of their image resolutions.PandaDoctor wrote:
Why is it that some ranking-panel s fill my screen but others only fill parts?
What do you mean by skin behavior?OsuMe65 wrote:
Ranking screens vary because of their image resolutions.PandaDoctor wrote:
Why is it that some ranking-panel s fill my screen but others only fill parts?
Also, skin behavior matters
AnimationFramerate: (value in numbers)This code applies to skin.ini
I will just quote thing that I wrote 5 month ago.Stort wrote:
Hi, I was wondering if it was possible to control the speed of the scorebar-colour animation. I've tried to add extra frames to make the animation slower or delete frames to make it faster, but these frame changes only come into effect when previewing the skin. When I'm in game the animation speed is always the same no matter how many frames there are.
MLGnom wrote:
That depends which one part you are actually animating.
With adding to skin.ini "AnimationFramerate: <Number of frames per second>" - This option will affect every animation that you have in your skin (except hitbursts and sliderball).
But now how to control speed with it and how to make different speed on different parts?
This is a tricky part. As stated AnimationFramrate is affecting amount of frames used per second.
Example: We have animated lifebar that contains 8 frames and animated skip button that contains 20 frames. We are setting AnimationFramerate to 4.
Full loop of lifebar animation will take 2 seconds , 5 second for skip button.
In other words The more frames you have and lower Animation Framerate is, then slower animation will be.
But now case where we want fast animation for skip and very slow for lifebar. Let's say we are using the same amount of frames as previosly stated (8 and 20)
You are setting AnimationFramerate to 10. Now you have pretty fast skip button but way too fast lifebar (less than 1 second to do loop) but you want it to be slow. So the only way is to increase amount of frames. You will need to duplicate frames few times.
Example :
scorebarcolour-0, scorebarcolour-1, scorebarcolour-2 and scorebarcolour-3 are using picture number 1. scorebarcolour-4, scorebarcolour-5, scorebarcolour-6, scorebarcolour-7 are using picture number 2 etc.
After that you will have "8 frames" as 40. So now with AnimationFramerate it will take 4 second instead less than 1.
It's not taking that much time as it's looks to duplicate frames. Generally only renaming them is a little annoying but still is possible to do this in few minutes.
(menu-back is not affected by normal duplication of frames. You need to add AnimationFramerate to control it's speed).
Thanks, didn't see that post.satriobp wrote:
Yes It is...[ Zan ] wrote:
I don't know if this is just me but after today's update all of the hitcircle combo colours that are a part of a slider have turned black (not that I'm complaining cuz it looks pretty cool but I'm wondering if this is a glitch?)
Example:
t/192473
Just to let you know, I messed with that element for a hour. It is a pain in the ass to get perfect. I gave up.Hatsune Chiyo wrote:
Just remembered the reason why I made my taiko-bar-right wider than the template:
because of my stretching issue :p[/box]
does it means taiko-bar-right isn't widescreen-compatible?